示例#1
0
    public static void InitCachePath()
    {
#if (UNITY_EDITOR_OSX || UNITY_EDITOR)
        CacheBasePath = Application.dataPath;
        ABBasePath    = Application.dataPath;
        if (GameUtils.UseSelfBundle)
        {
            //使用自己的bundle       //xxxx/AssetBundles
            CacheBasePath = CacheBasePath.Substring(0, CacheBasePath.Length - 6) + "AssetBundles";
        }
        else
        {
            //使用localcache         //xxxx/localcache
            CacheBasePath = CacheBasePath.Substring(0, CacheBasePath.Length - 6) + "LocalCache";
        }
        ABBasePath = ABBasePath.Substring(0, ABBasePath.Length - 6) + "LocalAB";
#else
        CacheBasePath = Application.persistentDataPath;
        ABBasePath    = Application.persistentDataPath + "/LocalAB";
#endif

        LocalCacheDataPath = GameUtils.GetCombinePath(CacheBasePath, platformFolder);
        AssetsURL          = LocalCacheDataPath;
        AssetsURL         += ABPathHelper.Separator;

        LocalABDataPath   = GameUtils.GetCombinePath(ABBasePath, platformFolder);
        AssetsLocalABURL  = LocalABDataPath;
        AssetsLocalABURL += ABPathHelper.Separator;

        AssetsStreamURL  = CUtility.GetLocalResPath();
        AssetsStreamURL += platformFolder;
        AssetsStreamURL += ABPathHelper.Separator;

        AssetsWWWStreamURL  = CUtility.GetLocalResPathByWWW();
        AssetsWWWStreamURL += platformFolder;
        AssetsWWWStreamURL += ABPathHelper.Separator;
    }